You are a fucking idiot. Sorry you never had social interactions with people in WoW, but a lot of people do.
Raiding in WoW has always required coordination and due to raid size always created tight groups. PvP from the beginning required coordination and also facilitated the formation of tight groups. Sorry if you think cybering with a fat guy in town is more socially rewarding than working as a group in a raid or pvp.
Edit - gecko makes a good. Live GM events are definitely fun and would facilitate interaction between more players.
I think you missed the point.
Social Interaction in MMOs is progressively declining, if you think raids/grouping is all there is to player-to-player interaction then you're clueless.
There's a lot of potential "Massively" Multiplayer Online Role Playing Games can offer but all what we're getting is somewhere close to D2 Lobby-Games with all the phasing, instancing, and basically single player game experience with quests, linear paths, hand holding...etc.
What we all are asking for is to increase the player-to-play interaction not decrease it with every major release.
Example of Player-to-Player interaction:
1. Game should be inconvenient and cooperation with other players doing several things should decrease such inconvenience. (Like Cleric resurrection, Spirit of Wolf, Corpse Summoning, Tracking, Teleporting in EQ). This encourage player-to-player interaction; if you give players unique abilities that are out-side-of-combat and help make the world easier to other players that would increase the feeling that you belong in a world and the whole "experience" in the game is going to be changed.
2. You can't do #1 without letting your players FREE. No story. No chain-quests/hub-to-hub bullshit. Set them completely FREE. Let them create their own goals and when they do they'll be free to look around and see other players needing help/asking for help. If you're always following 10+ quests; trust me you have no time to stop and say "Hi!" to other players.
3. More sandbox - Less theme park (but not completely sandbox) I always thought there are kind of players who are left behind; the Crafters/Harvesters. Imagine if you have cities run by actual players, crafting, farming, selling, guarding...etc. This kind of non-combat roles if put in a way that make sense mechanically then it would enrich the player-to-player interaction.
4. Forced Grouping by making content almost impossible to be soloed (at least 80% of it) this will create a sense of danger where you can't delve into a dungeon without a friend. This will increase player-to-player interaction. If you're able to solo all the way to max level, you will solo all the way to the max level. Solo does not equal to Player-to-Player interaction.
5. Economy; I can write a book about this. Question; why monsters drop gold/currency? they shouldn't. There shouldn't be infinite amount of "currency"; currency should be looked at and revamped. I have an idea, too lazy to explain it. This will create a feeling you belong to a world where economy is not "Go kill 20 rabbits to get 20 silver off of them" anymore.
This is just to name a few; I don't have the time to elaborate. Such things are hard to explain in a single post I'd write a book explaining how you can make MMORPGs feel like you belong in a world again. I also think a lot of game designers don't know how to do it, unfortunately.